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Unreal Engine 5.3 - Building A Traversal Parkour System - Printable Version

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Unreal Engine 5.3 - Building A Traversal Parkour System - AD-TEAM - 08-25-2024

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Unreal Engine 5.3 - Building A Traversal Parkour System
Published 1/2024
MP4 | Video: h264, 1920x1080 | Audio: AAC, 44.1 KHz
Language: English | Size: 13.45 GB | Duration: 11h 46m

Beginner Friendly Course to Learn and Develop a Traversal Parkour system for Third Person and Lyra

[b]What you'll learn[/b]

Learn how to effectively use the different Tracing Techniques in Unreal Engine (Sphere, Line, Capsule, Box) to understand the Environment and make decisions.

Understand the Vector Maths behind Complex Traversal Systems like Parkour in the most simplest way possible in a Beginner Friendly way.

Get a good Foundation in Unreal Engine Basics used in this Course before Starting the Actual Traversal Parkour Component with a Workshop of Simpler examples

Using the Free Animations from Mixamo, Adding the Root Bone and Retarget them for Unreal Engine 5. Several Usecases to demonstrate the process.

Learn Inverse Kinematics (IK) techniques to dynamically modify the animations during the gameplay to interact with the Environment.

How to use Motion Warping to use the Root Motion in the Animations to dynamically move the character during the Animation.

Animation Montages and Anim Notifies.

Using Gameplay Tags to Manage States, Types and Actions.

Using DataAssets to effectively simplify Configuration.

How to design Helper Functions to organize the Project.

Learn how to integrate the Traversal Component in Lyra Sample Game.

[b]Requirements[/b]

Basic Knowledge in Unreal Engine and Blueprints

Unreal Engine 5.3 pre installed

Good Gaming PC capable of running Unreal Engine 5.2. Please check the Minimum PC Specifications for Unreal Engine

Readiness to explore further, do Hands-on and Research on the topic

[b]Description[/b]

In this Course, you will learn the concepts to build a Traversal Parkour System which includes Climb, Hop, Mantle and Vault. The base concepts behind most of the Traversal Actions remains the same. So Learning the basics will help you get ready to further explore and build advanced systems.This Course is a Simplified version of the Traversal System which can be easily understood by Beginners. The Unreal engine concepts covered in this course is not only applied for Traversal System. It can be used in a lot of scenarios in Game development. This course will be regularly updated with more use cases in the future.We will use only free animations from Mixamo through out this course. Motion Warping and Inverse Kinematics or IK will be used to build the Parkour abilities. This course is designed for Unreal Engine Developers at any level. Blueprints are used through-out this course. We start with a beginner's section covering the Unreal Engine Concepts used in this course followed by the Implementation of Traversal Parkour System.The Goal of this Course is to Cover the fundamentals of building a Traversal Parkour System using Unreal Engine. Please understand this is not a Product which can be readily used in games. But, consider this as a Workshop to learn Unreal Engine with a Practical Example of Building a Traversal Parkour System. Once, you understand the concepts covered and build your foundations strong, You will be in a position to develop solid products and frameworks covering all the needs of your Next Generation Games. There is an Additional Section for Developers interested to try the Traversal System in Lyra.

Overview

Section 1: Introduction

Lecture 1 Course Introduction

Lecture 2 Course Project

Section 2: Unreal Engine Basics Workshop

Lecture 3 Third Person Template

Lecture 4 Create a Cube Reference Actor

Lecture 5 Initialize Cube Reference Actor

Lecture 6 Vector Movement

Lecture 7 Vector Movement Helper Functions

Lecture 8 Vector Movement Helper Functions (Continued)

Lecture 9 Vector Movement Helper Functions (Continued)

Lecture 10 Actor Rotation

Lecture 11 Draw Debug Helper Function

Lecture 12 Vector Movement (Continued)

Lecture 13 SphereTraceByChannel

Lecture 14 LineTraceByChannel

Lecture 15 CapsuleTraceByChannel

Lecture 16 BoxTraceByChannel

Lecture 17 Reversing the Normal for Wall Rotation

Section 3: Animations

Lecture 18 Download Animations from Mixamo

Lecture 19 Adding the Root Bone to the Animations

Lecture 20 Mixamo IKRig Creation

Lecture 21 Mixamo to Unreal Engine 5 Retargeting

Lecture 22 Animation Rootmotion Settings

Lecture 23 Baking Details to Animations using Sequencer

Section 4: Unreal Engine Basics Workshop (Continued)

Lecture 24 Motion Warping

Lecture 25 InverseKinematics

Section 5: Traversal System Component Development

Lecture 26 Third Person Project Creation

Lecture 27 Gameplay Tags

Lecture 28 Animation Blueprint Setup

Lecture 29 Component Initialization

Lecture 30 Set Traversal State

Lecture 31 Climb Style and Climb Direction

Lecture 32 Helper Functions

Lecture 33 Detect Wall Theory

Lecture 34 Detect Wall Function

Lecture 35 Grid Scan Theory

Lecture 36 Grid Scan - Line Hit Traces

Lecture 37 Grid Scan - Wall Hit Traces

Lecture 38 Grid Scan - Wall Hit Result

Lecture 39 Grid Scan - Wall Top Result

Lecture 40 Grid Scan - Wall Depth Result

Lecture 41 Grid Scan - Wall Vault Result

Lecture 42 Measure Wall

Lecture 43 Decide Traversal Type

Lecture 44 Validate Character In Land

Lecture 45 Migrating Animations to Traversal System Project

Lecture 46 Animation Montage Jump to Climb

Lecture 47 Animation Montage and Data Assets

Lecture 48 Set Traversal Action

Lecture 49 Climb Action and Climb Style

Lecture 50 Control Rig Changes

Lecture 51 Climb State Machine

Lecture 52 Add Movement Input

Lecture 53 Climb Movement

Lecture 54 Climb Movement (Continued)

Lecture 55 Climb Movement (Continued)

Lecture 56 Climb Movement (Continued)

Lecture 57 Climb Movement (Continued)

Lecture 58 Climb Movement (Continued)

Lecture 59 ABP Functions (Location and Rotation)

Lecture 60 ABP Hand IK

Lecture 61 Anim Notify Hand IK

Lecture 62 Anim Notify Hand IK (Continued)

Lecture 63 Update Hand IK

Lecture 64 ABP Leg IK

Lecture 65 Anim Notify Leg IK

Lecture 66 Anim Notify Leg IK(Continued)

Lecture 67 Update Leg IK

Lecture 68 Character Drop

Lecture 69 Animation Montage Falling Climb

Lecture 70 Traversal Action Falling Climb

Lecture 71 Get Controller Direction

Lecture 72 Validate Mantle Surface

Lecture 73 Animation Montage ClimbUp

Lecture 74 Traversal Action ClimbUp

Lecture 75 Camera Adjustments

Lecture 76 Horizontal and Vertical Hop Distance

Lecture 77 Select Hop Action

Lecture 78 Adjust Scan Location

Lecture 79 Find Hop Location

Lecture 80 Animation Montage Hop - Braced HopDown & HopUp

Lecture 81 Animation Montage Hop - Braced HopLeft & HopRight

Lecture 82 Animation Montage Hop - FreeHang Hop

Lecture 83 Traversal Action Hop

Lecture 84 Animation Montage Mantle

Lecture 85 Traversal Action Mantle

Lecture 86 Animation Montage Vault

Lecture 87 Traversal Action Vault

Lecture 88 Fix - Climb Surface Validation

Lecture 89 Fix - Anim Notify Changes for HandIK during Freehang Hop

Section 6: Lyra Integration ( Experimental)

Lecture 90 Lyra Project Creation

Lecture 91 Drop Weapon Ability

Lecture 92 Validate Animations - Add Gameplay Tags

Lecture 93 Setup Animation Blueprint

Lecture 94 Anim Graph Changes

Lecture 95 Character Class Changes

Lecture 96 Traversal State Changes

Lecture 97 Camera Changes

Lecture 98 Tag Relationship Mapping - Restrict Gameplay Abilities

Lecture 99 Unload Weapon during Climb

Beginner or Intermediate Unreal Engine Game Developers interested in exploring new areas,Unreal Engine Game Developers looking to apply the Blueprint features to build innovative Systems.,Absolute Beginners in Unreal Engine ready to Research and do Hands-on to learn new approaches to speed up their Knowledge gathering process.,Unreal Engine Developers who wants to build their own Components and Products for Video game Development

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